Top Three PM Convention Tips

Hello Miscreants.

Well, we’re all back, but not at complete fighting fitness just yet. Some of us are sick and alas we’re down Killerkitten and Dev Puppet this week due to crunch time on a dissertation. Good health and good luck to those who need it, Puppet or not!

…but we’re doing Baylors Blades this week, have Friday Night SPICED (Poached Egg Edition 2) on Friday (to cover the loss of two of our players), have Reunicon Convention this weekend AND World of Kaelstos comes back Sunday morning.

Sick or not, we’re still here! Next week, we should be back to normal with website updates and articles and the such like.


Prepping for a Convention

Since convention is on the brain this week, I guess some advice for first time PM-ers. These are the top 3, equally important tips for PM-ing. I mean don’t get me wrong, there are TONS of things you might want to consider, but these are my top three.

Tip 1. Relax

Really, just relax. It can be intimidating trying to run a game anyway, let alone with up to 8 people you’ve never met. It’s ok to be nervous but I can tell you – give it 20 minutes and you’ll forget as you, and they, get absorbed into the game. You’re going to be fine. 

Tip 2. Preperation

Pre-Gen characters. even in a system that’s quick to generate, pre-gen. Since a game is only short and usually cannot run over, cut time consuming tasks like this. this includes any equipment, but leave names, personalities and histories to the players.

Abilities, weapons, spells. From personal experience, I’ve turned up to a game where there are spells and class abilities, but no explanation of what they do. Indeed I had fireball, grease and witty retort (it was a re-roll) but no idea what the meta was. Print anything relevant and attach it to the relevant character sheet.

During con games, due to the nature of the beast, you only have a small amount of time and you’re unlikely to play again with this group, with this particular setup. Keep the pace going, reduce shopping sprees and giving the illusion of choice (a subtle form of railroading – left and right turns are the same) are ok tactics to employ. Just don’t be too freaking obvious about it. Prep your games with a limited time period and self contained story in mind.

Tip 3. Players

Now I’ve never had a game with a toolbag, but if you come across one, ask nicely to cease being a tool, and if they continue then ask them to leave. No one has time for trolls.

Most people do not want to see you fail, and they’re at an RPG convention because they WANT to be there, they’ve choose your game because they WANT to play. Remember that. In my experience, and from what other people have told me, pretty much all convention goers are rad folks.

Learn from your new players: usually we’re quite insular playing with the same people each week – as a PM this is a great chance to learn about other play styles and there will always be off the cuff, crazy ideas that get thrown at you that you haven’t prepared for because these are new people with a different dynamic. Roll with it.

Reet, that’s it I think. Good luck y’all! 

Time at the bar bitches – it’s blood who’s thirsty for booze this week.
– Blood, I will hurt you like treading on a lego piece.

Downtime

Hello Miscreants!

Well, it’s been a while, but we’ve been busy bees here. Working on projects both for BTP and a few personal ones too. The website has had a few updates and Youtube has been kept up to date, despite being silly busy.

Ok, honestly, I’ve been working for ‘The Man’. … And Tech and I are going on holiday this week. So we are bereft of Friday Night SPICED this week. Sad times, since we’re going into something really, really cool. I’ve even done some research on how gravity affects biology… Damn.

Anyway, going on holiday has brought up an interesting idea.


What to does your character do in downtime?

On Tuesday night, I play in The Council over at Skaggeth’s Channel playing Adventures of Middle Earth. Within the mechanics of the game there is a phase that deals with downtime – it’s how you level up and extends the in game timeline to give the feel of months and years passing by in this cinematic world*. In the downtime between adventures, you RP the various activities you might undertake to reduce The Shadow or to gain new skills.

I like the idea of giving downtime and I do it often in our campaigns. It allows for the player’s characters to explore other facets of their character’s lives that maybe missed, and I find it really important when you’re running a character driven game. You can build downtime into a campaign without forcing it, which is quite crucial:

  • Base of Operations. If you have a base of operations, then returning to here is the equivalent of a ‘safezone’ where downtime can occur within the meta protective zone. (There is going to be a whole separate article on BoOs).
  • Wind down time at the end of a short arc. At the end of a short arc, don’t throw something straight at your players, let them breath a moment.
  • Travel. We tend to do this more often than not since travel can be boring and often skipped over for brevity’s sake. (Yup, another article on Travel is incoming too)

When I PM, I mainly put in downtime during travel when doing SPACED! since there are hours, and hours, aboard a spaceship where not a lot happens. Not saying things can’t happen (boarding, pirating, space battles, broken ship systems etc) but it’s a very convenient way. 

Downtime can do the following things for the group.

  • Being character driven, the group can use this time to interact with one another, which allows them to express their character’s feelings in a non-stressful situation about something someone else did, or to further develop a relationship dynamic. They can also connect with an NPC of importance to them, like a parent or a love interest.
  • Take the time to Skill up. Giving the group the time needed to justify any increases in skills, abilities or perk gains.
  • Take the time to craft. Oh yes, making yourself a new explosive requires time me laddo. I would also be tempted to chuck in major shopping sprees here too.
  • Re-cooperate. Ever seen the episode of Star Trek: The Next Generation when Jean-Luc goes home to get beaten up by his older brother? Sometimes characters, and players, just need to wind down and deal with the crazy crap they’ve been doing.

Often, Tech Puppet uses it to craft explosives. All this helps to build their characters, bond them closer together and the player feel a little more connected to the world and their character. It’s why I think it’s so important.

Don’t get me wrong, downtime isn’t always needed, and the players don’t always have something to do, anything to skill up or have anything of any real importance to say to one another. When that’s the case, roll on the story!

But give them the opportunity and you may well be surprised. I pretty much always am!

(*As a side note, if you’re the kind of person who likes to explore the world and see whats there, like a sight seeing tour, I’d highly recommend Adventures in Middle Earth).

Drink up folks, time at the bar.
Blood – I will hunt you down like an Easter Egg.

Whats in a name?

Hello Miscreants!

Keeping it light and sweet this week! Quick shout out to The B &B Tavern for allowing Thirsty and I to play in his new game with the lovely folks over at Cognitive Merchant – shaping up to be a ridiculous campaign.

Other than that, our character sheets are now fillable PDF’s. which is great for our online play testers.


Whats in a name? Often I forget names – I have a real sticking point for remembering proper nouns or choosing them on the fly for off the cuff characters. Steve, Bert and Pete tend to be my go to names – which is really difficult for a SPACED! setting where the alien races have their own naming conventions.

So what’s a PM to do if you struggle with coming up with names?
I guess Steve could be an Irralisk queen, but it just doesn’t evoke the level of respect and grandeur appropriate to her rank.

In these situations, and it doesn’t matter what setting you’re in, throw a few words into google translate and bastardise them to create a unique name. It’s a great way to embed an Easter Egg into your game. I avoid Latin since some of my homegroup are better versed in Latin than I am.

Having your key characters with names makes them feel more immersive then – oh no I don’t have a name for them let me make it up – feels from the other side of the PM screen like you haven’t really prepared or care much about this character. Not always mind, but generally this is the case. By prepping this, you can give them a badass name that might not occur on the fly.

Just be careful when naming characters – say them out loud at least once before you try this. there’s nothing worse than a) realizing you can’t pronounce that name which translates as Fateforger from Icelandic and b) realizing the name invokes laughter because it sounds like Yellow Wee when pronounced.

So what about if you do need to do this on the fly and you don’t have google translate open, a fancy name generator or you’ve simply just forgotten the name them? 

Make a list of names and have it on standby. 
Yup, that simple. A list of cool sounding names starting with different letters that you can consult and tick off as you go. With different letters you follow a good rule of thumb which is essentially there to help people differentiate between two different entities. Helen and Helena can become interchangeable in player and PM headspace.

Well keeping it short this week – apparently I’m busy?!

Drink up folks, time at the bar.
Blood – I will love you and leave you like a teenager at prom.

Cheap Tricks for Character Voices

Hello Miscreants!

And so what can I share with you this week? We’ve set the date for the next Puppet Gameplay – which is August 12th.

Yup… I think news wise that’s actually all we can share. Self imposed all we can share and stuff but still.

Oh – spoiler – we avoided that TPK on Friday Night SPICED! I’m so proud of my miscreants, AND they put together some of the puzzle pieces.

Areet, that’s all I can actually share. Which is a bummer because we have so much incoming.


A lot of people say that having character voices makes a really good PM. And to a degree that is true – it’s another tool in the toolbox of the PM to make an immersive world. 

With the introduction of podcasts and Twitch streams, a lot of GM’s use vastly different voices to voice their characters. Anyone absorbing this form of media will now assume that that is how to do it. It’s one way certainly, but not the only way. We’re not all voice actors, and some of us just don’t feel comfortable doing that. some of us don’t have the range… yet.

Not a necessity to do this at all, whatever suits you and your group best folks. We have had plenty of games that are wholly immersive where the PM would only use their natural voice and speech patterns. It was a baller game regardless. Voices are a tool, but they aren’t essential to run a good game.

For those who want to give it a go and add a little flavor to characters but aren’t confident enough to try a completely new voice, there are a few little things without changing your voice at all that you can try.

Speech Patterns and Vocabulary – These are generalizations to help affect a character’s voice, even if it isn’t the case.

  • Are they calm, cool and in charge? This can translate into speaking slower and carefully selecting each word.
  • Are they quick to jump to conclusions, are they the masters of distraction? Something like this would speed up the way in which you speak.
  • Do they hold power – are they the big bad? A character who demands respect doesn’t say they have it, they just assume they do. Silence speaks volumes, they use words like ‘will’ and will speak softly but clearly, only raising their voice when they demand the attention, then quickly revert back to soft words.
  • Are they whiny brat? This type of character will repeat often they they have power and should be respected because of this. They’re constantly shouting and trying to grab attention.
  • Educated? the more educated a person is, the less contractions they might use and the longer the words in their vocabulary. Less educated may well use more contractions, shorter words and a lot more slang.

These are cheap little tricks that aren’t difficult to pull off, but definitely adds spice to the worlds you are creating.

A character ‘voice’ doesn’t just mean an actual voice – we communicate with our bodies too. Other methods of creating new personas can include physical ones.

  • Confident or shy? Open body language that shows a lot of chest and teeth, or closed, where they are hunched up and barely moving their face.
  • Do they have a physical quirk? Are the missing a limb or eye, you can enact his by simply covering it or keeping an eye shut.
  • Bearing. If they are military trained they may well have a straight back and be quick of precise movement. Alternately they might be chill and irreverent, with limbs moving freely and with little regard.
  • Do they have a signature move? My favorite being running a hand backwards through the hair for my constant reoccurring character of James. They could constantly be clicking their fingers or rubbing a scar.
  • Hair. If they have hair there is a million things you can do, if you also have hair.

These little physical movements can indicate a different character just as effectively as changing up your voice.

By no means am I saying you HAVE to do a voice to create a great game, but they can increase the immersion of a game and take the role playing to the next level. Your fun is right if you’re having fun without doing any of this… but give it a try and see what happens!

Drink up folks, time at the bar.
Blood – I will separate you like an egg.

Prepping for a TPK

Hello Miscreants

The only real news to keep you updated on this week is that July’s Puppet Gameplay had a resounding winner due to discovering an unknown talent in Micromachines.

Everything else is running to schedule this week. At least… that’s the plan.


Preparing for a Total Party Kill – that has been my prep for the Friday Night SPICED game this week. That situation when you, and they, know they’re out manned, out gunned and out planned.

Now as a PM you’re faced with a tough choice – annihilate them and end the campaign early, try for a tentative truce which might not be in character, or try for some kind of middling ground.

Annihilate them – A Total Party Kill. Not a single person left alive. This will pretty much kill a campaign unless you have in canon back up characters who are already invested in this a particular story – and let’s be honest, prepping for twice the amount of characters to get them invested is something no PM really has time for. Ending the campaign before the end, before almost all the story lines have been wrapped up could leave a somewhat defeated and deflated story. In 90% of cases, an early TPK can be avoided, and should be. There are options – I always go for having options. Death ends an option.

But not attempting to kill them all is somewhat of a cop out – it means the players, and characters, can feel invincible – there are no consequences to doing stupid shit – like getting out manned, out gunned and out planned. In this case, you should be prepared to kill a good portion of them. And don’t get me wrong, I will be trying to kill them.

So… what’s a PM to do? 

  • Knocking someone unconscious is a legit choice. Our system has a -10 hit point pool for a reason. Once the threat is down, leave them. This might, and I do stress might, be an option. Unconsciousness might apply to the entire group – and this can lead to new situations.
  • In the last moments of a fight, where the lone player stands, the Big Bad can offer them a deal to save the rest of the group. Again this can lead to new and interesting situations.

  • Kill some, if not all. In our system, death is final – no pesky bringing back from the dead mechanics. Death is final. This will serve as a VERY potent reminder to be careful, especially if this is the first time your group has suffered the death of a beloved character. It keeps the main flow of the campaign going without having to start again with ALL new characters.
  • On occasion, you will have a truly awful Big Bad that they have pissed off on a very personal level and they might kill everyone as a flexing of their power. Sometimes they really are fighting an army. Sometimes the stakes really are just that high. In this particular case… they are.

Don’t get me wrong, if you’re in the very final boss fight, then try to KILL THEM ALL!  Either way, just make any PC death fucking cool. Even if they don’t succeed, letting the player choose the manner in which they will exit the campaign will generate a good memory of their defeat.

And if the campaign ends early? Let it go. Recycle that cool stuff they didn’t get to.

Failure. It should always be an option.

Drink up folks, time at the bar.
Blood – Sometimes I know where the line is, but only if I remember to look in the rearview mirror.

Short and Sweet – The News

Hello Miscreants

This week it’s all about the news – firstly because we have so much going on, but also because I’m SUPER busy. I did have a topic, but that can wait till next week.


Puppet Gameplay is back this Saturday 10am – 2pm BST with our second run through of retro games. No idea what so ever about what we’re playing, it’s all in Kerone’s hands. After last time, I’m expecting more craziness.

Speaking of Kerone, not only is he the chief of clipping for our Twitch channel, but he is also now a moderator for the website – fixing our broken links and keeping an eye on comments and the such like. His help and support is voluntary and in no way did I threaten to have his BHTB character killed.


Last week saw us playing ‘The Lamp‘, the D&D one shot that never fails to deliver stupidity and hilarity, a true break from the serious nature of most of our games. So, so many high points for that game, including the GREATEST accented party, Titan shaped holes in walls and a rendition of ‘Whole New World’ sung live. Oh the shame.

World of Kaelstos is back this weekend Sunday 2.30am-5.30am BST since Onyx returns from being an IRL druid. This time with less audio fuckwittery on my side and more intrigue from Arch’s world.


We’re knee deep in getting our rumored Podcasts recorded and they’ll be ready pretty soon. Excitingly it involves a few new faces and voices to the Puppet Playhouse, and most importantly, we get to draw new puppets! ‘Fuck’ and ‘yeah’!

The new cast members are an absolute riot, and I’m actually a little sad that our practice pre-game game isn’t going to be widely available – you just need to know that it involved intimidating a fellow prisoner into handing over food, getting pissed on by the gentlemen of the group and forcefully rescuing a reluctant wife from her captors.


I’m currently knee deep in getting new projects outside of BTP rolling, slowly spreading word of our simple little system. Speaking of which, we’ve added transport between systems to our SPACED Cyranno systems map!

This is absolutely becoming a poster in the Puppet Playhouse.


… and finally, with impending adulthood of BTP on the horizon, we’re working like maniacs to get the SPACED! Core Rule Book into a readable, presentable, publishable book.

Yes, we’re finally at that point. It’ll feel real soon.

In other news, I think Thirsty gave me plague. Bastard.

Drink up folks, time at the bar.
Blood – Sometimes I know where the line is, but only if I remember to look in the rearview mirror.

Trouble and Strife

Hello Miscreants

Not a lot of updates that I can share today – other than that lots of cogs are in motion and we’re moving forward with things.

The Friday Night SPICED page has been updated with some amazing photos we took the other night. The highlight being the group photos. My crew looks like they actually want to be there  – happy, chilled, excited to play. It was funny to me because I knew the rollercoaster they had incoming. Which, as a segue is pretty smooth…


Introducing trouble and strife into a group that gives them story to pit your players against one another; it’s a big bold story moment and a REALLY risky maneuver.

Now, I would NOT recommend this in 90% of situations. So many things have to be right to have this happen and not destroy either campaign or friendships.

Firstly – we have to be able to trust our players, which I do. I don’t know WHAT they will decide to do with the choice they have been offered (I rarely ever know what the Crew will do lets be honest) but I know it won’t cause trouble within the group. As much as we enjoy the characters and are invested in them, we’re grown adults. Our group will also act as a group and not attempt to wreck the friendships we have, group dynamic or the game.

Transparency is an essential tool here. Letting the entire group know the stakes and that player A has a tough decision ahead, means there is no hidden agendas, no secrets. Everyone knows the stakes – normally I don’t mind secrets and agendas, but with something this big: I’m not taking the chance.

Storywise there is a lot to consider – most likely they’ll want to keep the group as is, which if you all have done a good job, they’ll want to – having characters invested in each other and having a close knit bond is a huge benefit, an essential when it comes to role playing in long campaigns. I am confident enough in our crew that they can deal with this.

There is a huge but here – they may actually go with going against one another, even if the close knit bond is there – the stakes may just be that high. This opens up a lot of avenues for role playing, but it can definitely rip the adventuring group apart; the characters I mean – I trust our players not to fall apart. This circles all the way back around to trust. And as a PM you need to be ready to deal with this – if you give them options, for the love of Jim, prep options!

So guess who needs to prepare a crap load of options for Friday. Yup, that’s me.

Drink up folks, time at the bar.
Blood – I’ll stalk your nightmares, cause they don’t have a restraining order against me.

Deaths and Departures

Hello Miscreants

So the news real quick – Successful launch of World of Kaelstos on Saturday which included a guff I did where I didn’t read the Skype chat properly. D’oh. But other than that, it was a blast and you should go checkout the Youtube page where we’re archiving the whole thing.

Maps are almost done and the incoming Podcasts are shaping up to be really, REALLY good with some amazing cast members having signed up. Ah so much content, so little detail I can give.

Now I’m done with teasers and self promotion.


… and so it came to pass that I suffered my first non-planned, non-fiat-end-of-campaign character death yesterday, which comes on the heels of Friday Night SPICED game where I had the group’s beloved NPC walking away in anger.

Amar’Linn, PC death – yes, it sucked. I’ve been working on Amar’Linn (Adventurers In Middle-Earth) for about 2 months. Not a long played character, nor the best character I’ve ever played but still, he was my Elvish Scholar.

It was awful the moment I realized he was dead – beyond healing, no chances of death saving throws. My heart sank quite a lot. There was going to be no more stuttering elf nursing a crush on the Rohan rider, no more rolling the eyes at the Dwarven slayer and his non flexible oath, no more smoking pipes and reading books.

Yeah. That was sucky. But.. I entered the situation fully aware that he might die (horde of 50+ orcs and a stubborn dwarf) and even accepted that the dwarf would kick the crap out of the weedy elf. And Amar’Linn got to go out trying to do something he believed in – trying to save his friend. It was kind of cool.

Handling the death of a PC needs to be done right – the longer the game and more invested the player, the more delicately it needs to be handled. Especially in system’s like our’s where death is permanent. I’m a fan of a last sentence – even if they technically go unconscious – coming around long enough to say something, or of allowing the player to describe their last act in detail, or allowing them to have prepped a note. It gives players, and characters, a small semblance of closure.

As for NPC on Friday Night SPICED… although not dead, she has definitely departed the series for a while. Killing a character off is sometimes treated as the only way to remove a character from play: because by not killing them means they can come back, or because you want to have a significant emotional impact for your plot. But be careful, so careful here – because finding out your players are invested, and then taking that away without a damn good reason could hurt your game.

Sitting on this side of the table, I can say letting Helena go on her own journey after telling her best friend to leave her alone was tough. The after affects upon the rest of the crew are going to be felt – and she isn’t dead. With her mortal status in question, it allows a character that the crew have invested in to still exist, and return if needed. Or die if needed. 

Killing a character – my final thoughts on this. PC’s need to know there is danger, characters can and will die. There are consequences. NPC death might be needed to add investment or motivation, but having them leave the game instead – it adds more plot hooks to play with.

Drink up folks, time at the bar.
Blood – If plot hooks were pound coins, I’d buy an actual hook.

British and We’re Talking About the Weather

Hello miscreants

In one of our settings, we decide that the weather conditions are similar to that of the Costa del Sol… Maybe the apocalypse really is coming?

We’re British, we can talk about the weather! In this extreme heat can you blame us? The sun is shining, I’ve put on a dress and I’m beginning to worry about 5 grown adults in the Puppet Playhouse playing Friday Night SPICED this week.

And this got me to thinking. Weather in RPG’s. How often do you describe the weather? Like most people, unless specifically asked, I tend not to worry about this minor detail, unless it is scene setting or a pathetic fallacy – you know, there’s a funeral, make it rain for crying out loud!

But I’m going to improve on this minor lack of detail. The weather can add a tactic to a fight or an ambush: like ensuring that your players have to get close to the action if they’re spying in on a conversation or give an advantage to your snipers.

The environment itself can also play a significant part in an other wise walk from A to B mechanic. It can build tension if there is a storm – arriving wet cold and miserable, survive life threatening icestorms or the such like. It’s another way to spice up another potentially boring walking phase of playing.

An interesting idea, I’m gonna give it a go this week. But then again, we maybe spending a lot of time in a hospital on this week’s FNS.


Areet, News Time!

Yes! We launch this weekend! I’m excited to play with Arch, Neil, Onyx and Casey in a game I get to be a player for. Not sure what to expect, but as usual my favourite letters R and P are involved. Once we’ve completed the first session, expect to see a dedicated game page on characters, players and a link to the Youtube playlist for those unable to join us at 2.30am!

Other than that, we have a few additions to the website such as more maps and the Twitch pages being a little easier to navigate through, I think that might well be it!

Drink up folks, time at the bar.
Blood I’m not a goddess, I put my socks on two at a time like the rest of you mortals.

How to Deal with Absentees

Hello Miscreants

Let’s start with the news since this is an article heavy post.

We’re off to a convention this weekend! It’s International Free RPG day and we’ve booked ourselves into the Dice Saloon Saturday 17th June where we’ll be playing ‘Pilots and Politics’ and ‘The Rescue’. Tech, Kerone and Storm Nymph will be joining Blood in promoting the RPG community… and SPICED of course.

Other then that, as announced last Friday, we’re getting a new Twitch show! Arch and Neil from Adventurers Anonymous, Casey and Onyx will be joining Blood in a new D&D 5E campaign called ‘World of Kaelstos’ – starting June 25th 2.30-5.30 BST (9.30-12.30 EST).

There is another show and a few podcasts in the works, but more news as they become confirmed!

Right, onto the Article ‘How to Deal with Absentees’.


As we grow older, we find our time apparently belongs less to us and more to our responsibilities: children, partners or work. Lame right?

As an eager PM, it’s difficult when a player has to drop out of a game for an odd session. It’s sometimes heart breaking when you’ve spent a lot of time prepping a session and that one key person is going to be MIA. 

So how do you go about dealing with this?

First of all, make sure that your players know you need time to allow for missing people – either re-balancing or re-writing character important moments into another session. After all it doesn’t take more than a text as soon as someone knows they might not be there – it’s better to let someone know they might not be there, than wait until the last minute to confirm they’re not. It’s common courtesy. If you can’t make it, fair enough, if you do manage to make it, excellent!

A PM can also prepare games, specifically where players drop in and out, in such a way that flexibility is the driving force. Have ranges on Mooks (like HP, Armor, number of…), creating a range of difficulty on challenges or traps, or removing that part of the challenge where the missing players has the best skills for example. 

Another manner of prepping a game is to make specific character moments as drag and drop modules – ie that big dude can only be triggered by the character (player) being there. This person will only be there because the character is there. Yes it’s a little… convenient, but you’re adapting on the fly, and for the sake of letting your character’s grow, it can be forgiven – also, your the players will not likely notice – you’re the only one with the prep and the notes after all.

Assume you’ve done all that. Assume your players have altered your plans three times in a single day. Assume you’ve all agreed a time and this no longer suits anyone but you.

You can either prep just in case for absenteeism, never write for specific characters, carry on business as usual or spend a small amount of time re-writing and… Well… suck it up. Life happens and sometimes you don’t always get what you want. Life should take precedence over gaming anyway – this is a hobby, not life. Box up and hold anything you couldn’t use to one side, and carry on best as you can. Anything you don’t use you can reuse later on down the line. Adapting on the fly should become second nature to a PM and this is simply another thing you’ll learn to deal with. Sad but true.

It’s not fair, it’s disappointing – but that’s life.

Wow – this Blog went to that dark place at the end. Sorry, my bad.

Drink up folks, time at the bar.
Blood Depending on mood, I might kill you where you stand…
Thirsty – … and I’ll stand you where she’s killing – just in case.